simple "no fog"

Well, some tips from me:
1. This is detected, so dont try it xD
2. You should show your hook so I can help you
3. Look at the ptc method for this
4. NoFog also works when you hook drawtexture (just a tip how I got my chams working)

Progress with my game - "Disbanded"

Fixed FPS lag on spawning entities due to the ent_preload buffer!

Edit the AI code to get some better pathfinding

Fixed the view bug within the sniper scope view. The mirror entity is invisible now!

Added a new silencer for ALL weapons. Also fixed the rotation bugs

Added a ton of new weapons and the choice to choose a silencer for every weapon

Well, some tips from me:
1. This is detected, so dont try it xD
2. You should show your hook so I can help you
3. Look at the ptc method for this
4. NoFog also works when you hook drawtexture (just a tip how I got my chams working)

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Pretty sure nofog is possible via puchtoconsole (not sure after this new ptc shit, havent kept up with the changes) which would be the preferred method as nexon protects DIP as much as it protects its employees virginity's.

The Following User Says Thank You to gotter For This Useful Post:

Well, thanks for posting hook.
It seems like you are only hooking endscene xD
As maty points out dip hooking is the hardest job on this game. I wasted 2 days doing it, and got it working 2 ways.
But full chams are not possibile with my method. (but which means nofog would work)

Originally Posted by Flengo

I guess it got out

Its easier as you think. You take an address and use VirtualProtect to protect this address with read/write flags so any access results in an application crash. Thats why you install a "VectoredExceptionHandler". Instead of crashing the application runs that.
Now you can check different things like the ExceptionAddress or ExceptionCode. Also you can CHNAGE data like EIP from ContextRecord pointer. The awesome thing is, if you know a bit asm, EIP is the register which says whats the next line to continue. It behaves like a JMP without memory modification

Last edited by Ch40zz-C0d3r; 03-30-2013 at 02:55 AM.

Progress with my game - "Disbanded"

Fixed FPS lag on spawning entities due to the ent_preload buffer!

Edit the AI code to get some better pathfinding

Fixed the view bug within the sniper scope view. The mirror entity is invisible now!

Added a new silencer for ALL weapons. Also fixed the rotation bugs

Added a ton of new weapons and the choice to choose a silencer for every weapon

The Following 2 Users Say Thank You to Ch40zz-C0d3r For This Useful Post:

So I have a working DIP hook and the good old chams, but first I had to write a driver that does a ssdt hook on getcontextthread, so that it returns that no debug registers are changed... and then a simple hwbp hook on DIP ...I know the way is quite complicated in comparision how easy it was to hook DIP some time ago

So I have a working DIP hook and the good old chams, but first I had to write a driver that does a ssdt hook on getcontextthread, so that it returns that no debug registers are changed... and then a simple hwbp hook on DIP ...I know the way is quite complicated in comparision how easy it was to hook DIP some time ago

Well I think there is no way without coding a bypass.

Progress with my game - "Disbanded"

Fixed FPS lag on spawning entities due to the ent_preload buffer!

Edit the AI code to get some better pathfinding

Fixed the view bug within the sniper scope view. The mirror entity is invisible now!

Added a new silencer for ALL weapons. Also fixed the rotation bugs

Added a ton of new weapons and the choice to choose a silencer for every weapon